Forum Discussion
I’m not missing the point, if somebody involved in a lightsaber fight thinks spamming the attack button or holding it can make the win, in the first case he’ll perform more than one attack and probably hitting the air, in the second case he’ll probably do nothing, finally he’ll just see himself being outplayed by his opponent.
This issue is clearly linked to the hit detection improvements in the code, because before it was impossible to hit somebody during the whole dodge+attack combo, like if it was just a dodge. Advanced players were just doing this combo again and again, never stopping. I know it because I did it a lot. It was really frustrating to know that the best way to play was this unskilled.
I know it’s boring to learn again and again how to play, but life is like that: we had to learn how to mount horses and now we have to learn how to drive cars. Man's natural laziness shouldn't stop him from trying to make things evolve.
@Bab0oshI do not understand why you keep trying to write off this obvious bug. There was no “hit detection improvements in the code.” Hit detection has arguably gotten worse. Yesterday, I was hit by Dooku, whose back was facing me while he swung. That is just one example of hit detection issues. There’s also the “parry” bug where you are able to block and attack at the same time, and there’s the exploitable tactic of jump swinging at someone’s side while you’re turning your camera because the damage applies around the area. I get hit through block by lightsabers all the time. Lightsaber attacks are often landing when they shouldn’t be. How is that better hit detection?
It was never “impossible to hit someone” while they were attacking after a dodge. Once the character starts swinging, they’re vulnerable to being attacked. If you want to be serious, I often find myself getting hit through a dodge, so it’s not like dodge protects you much anyway.
It was not “unskilled” or “frustrating.” Dodging behind a blocker and quickly perform an attack was quite literally the core sequence to lightsaber fighting. That was the essence of it all. This bug and half-hearted attempt at fixing it has dumbed down combat even more than it’s already been over the past two years.
This isn’t like transitioning from horses to cars. If you wanna bring up analogies, this was like going from riding in a car to having to crawl to your destination.
The combat mechanic is still bugged. It’s clunky. It’s not enjoyable at all. It needs to be fixed.
- 6 years ago
@Landeaux1 I just played a match of HvV and can confirm the mechanical detection is beyond poor and some of the worst ever; at least on Xbox anyway; I can’t speak to any other platform.
Abilities failing to register seems to be the biggest issue with hit detection a close second. Hit are being recognized when you (or opponents) are side by side or when not facing one another. Abilities will indicate an opponent is within the AOE but fails to have an effect on them (or on everyone within the AOE).
I experienced no indication of latency or other connection issues; no lag or stutter, no low connection icon.
Anytime the Devs seek to revamp the gameplay philosophy not only do they push players away but they cause additional challenges because they seemingly don’t consider the complete impact.
too many people are subscribing to flawed or incomplete logic that creates gameplay that’s imbalanced and inconsistent.
Honestly the game was better prior to TROS update in terms of mechanics.
- 6 years ago
Here is a list of suggested issues that, if addressed, would enhance gameplay FAR better than some of the minor elements EA has addressed or significant gameplay philosophy changes they’ve implemented:
1.) Rubberbanding ... because so many abilities feature a push or pull the rubberbanding problem is extreme because it prevents the victim from orienting themselves; realizing where they’ve ended up until it’s too late to plan an effective move.
2.) Push / Pull / knockback inconsistencies .... All 3, push, pull, & knockback recurrently have varying affects in terms of degree. I’m not speaking to star card vs no star card; I’m speaking to, say, Annakin pulls Palp and in multiple tests Palp is “pulled” to varying degrees; sometimes radically far behind the player, sometimes only a short distance. This creates poor value because the player cannot accurately combo not having a clue where there opponent may end up this time. (This issue is evident with all hero / villain pairings, not just the one exampled).
3.) Ability & map elevation .. many abilities render inconsistent results when used on opponents and a minor map elevation is involved. Although the AOE appears clear the ability fails to register because the game cannot seemingly resolve vertical variance. For example, Luke goes to “Repulse” and is on a slight decline; the opponents vertical render sees 60% or more within the plane of the ability yet fails to register. This issue is also variable but with new maps like Fallucia and Geonosis it’s become even worse.
4.) Hit Boxes ... This has been an issue in one form or another for some time; although I will say pre-TROS update it didn’t seem as bad. We’ve always had the issue of hit box recognition by a saber user as another (high height) saber user jumps; although the jumper is well out of range of the attacker the strike registers. Now, not only is that an issue but the hit boxes intermittently pick up registers when they shouldn’t; when players aren’t oriented for a strike.
5.) Ability detection. As I’ve previously provided video links; abilities are NOT recognizing properly. In some cases the game recognizes the AOE yet fails to yield an affect; other times the game fails to recognize anything. One recent issue I’ve noticed is that abilities don’t have the regular affect when used on a dodging saber opponent. Given that saber users cannot block while dodging, properly timing an ability use during a dodge was a valid way to use the ability, however, now the recognition is almost non-existent. Given the high proportion of dodging the Devs have made this game into, it’s a problem.
6.) Character attribute balancing .... This is probably the white elephant in the room and the one where the most flawed logic exists. There have been so many changes to gameplay mechanics as well as some characters yet seemingly the mechanical changes weren’t fully assessed on each individual character. The attribute spread is all over the board from blaster users who can deal high damage within proximity yet take no damage themselves to characters whose abilities or ability modifiers (i.e. no knockback during use) don’t work properly; other characters see their abilities deal damage yet often don’t have the disruption that they’re supposed to (claw rush, for example, does damage but no knockdown {this may have been an indirect bug to the double hit fix from this ability}). The changes to Leia were just what she needed, yet other characters are still imbalanced greatly and could be fixed with only minor adjustments.
7.) Knockdown / Knockback recovery ... Blaster users can continue to fire while being “knocked down” or while still “getting up” as saber users can register a block before actually “getting up” ... this has been in the game for ages and needs to be fixed.
I don’t know if these issues are a specific problem with EA server connectivity with Microsoft or not; as I only experience this game via Xbox I can’t be sure, however, from what I’ve read across these forums at least some of these issues are across the board. My connectivity is stable and consistent; I have a hard wired console properly configured on a static IP with all necessary ports open, low latency, zero packet loss, more than significant D/L & U/L speeds, and an open (cone) NAT. Connectivity on my end is not an issue nor do I have problems that was fall into any of these categories on any other title.